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Case Studies

Deep Dive: How we got one million players to give a dam about Timberborn

Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as creating a game manual that accommodates multiple learning styles with …

Business

Tequila Works lays off ‘small number’ of staff after cancelling project

Tequila Works, developers of Rime and Deadlight, have cut staff following the cancellation of an unannounced project. On LinkedIn, the studio said a “small number” of roles were impacted by this development. No specific reason was given for the project’s end. However, it did state it would now focus its full attention on another, also …

Mobile

NetEase and Bungie reveal F2P mobile Destiny spin-off Destiny: Rising

NetEase and Bungie have announced Destiny: Rising, a free to play mobile shooter set in the Destiny universe. Officially licensed by Bungie, Rising will offer both first and third person gunplay, playable either via touchscreen or with a controller. Rising is the first visible result of 2018’s $100 million dollar partnership between Bungie and NetEase. NetEase …

Mobile

Swedish game industry wants video games recognized as ‘cultural canon’

Swedish video game trade association, Dataspelsbranschen, has selected 15 titles it believes should be added to the country’s “cultural canon” to improve recognition of the artform. The list includes classic and contemporary titles such as Stugan, BackPacker, Ground Control, Minecraft, Amnesia: The Dark Descent, It Takes Two, and Sayonara Wild Hearts. It was curated by …

Case Studies

Deep Dive: Multiple menu systems & UI design in APICO

Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as UI and difficulty levels in Cook Serve Forever, …

Business

FromSoftware raises base salary for graduates in Japan by 11 percent

Elden Ring and Dark Souls developer FromSoftware is raising its base salary in Japan. From April 2025, it will pay new graduates 300,000 yen ($2,020)–an 11.8 percent increase from its current starting salary of 260,000 yen ($1,750). The raise comes amid a wider move in Japan to attract and retain top tier developer talent. Over …

Business

Sonic x Shadow Generations sells over 1 million copies at launch

Within its first day, Sonic x Shadow Generations has sped past 1 million copies sold across physical and digital, revealed Sega. The game released on PC, PlayStation 4 and 5, Nintendo Switch, Xbox One and Series X|S. Along with a remaster of the 2011 game Sonic Generations, it comes bundled with a brand-new campaign centered …

Business

Ex-Supercell devs form new multiplayer-focused studio Antihero

Several former Supercell developers have founded a new multiplayer-focused studio called Antihero, opening offices in both Finland and Barcelona. As reported by Mobilegamer.biz, the studio was founded by former Supercell creative director Brice Laville Saint-Martin, alongside former Brawl Stars senior game designer Frank Yan and former King technical director Andre Parodi. Ubisoft game designer Hadrian …

Programming

What is game programming and how do you become a game programmer?

Game Developer, Staff May 2, 2024 9 Min Read via Pexels/Darlene Alderson Game Programming 101 Stepping into the world of programming for game development can be daunting. There are many game development engines, programming languages, and other tools used by developers across the industry. But things can often be much simpler than they first appear …

Case Studies

Deep Dive: Designing a new dwarf race in The Last Spell

Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as how Techland centered player feedback in the development …